Ehh no, there is certain relationship between the picture resolution and texture resolution. "Low res" isn't something that exists in vacuum, it's very much a result of how these two factors come together.StingingVelvet wrote...
Huh? The textures are low-res, it has nothing to do with the picture resolution.
To make it simpler to explain, imagine the textured character is just a square with the texture on it. Then imagine this square fills entire screen.
Now, if the resolution of the texture is close to resolution of the screen, the game will be able to fill individual pixels of the screen with individual pixels of the texture. But if the resolution of the screen is much higher than that of the texture, the game will be forced to reuse each pixel of the texture multiple times, leading to the blocky "low res" look.
Essentially, the higher picture resolution is used, the higher resolution textures are needed to ensure things remain crips. And nearly 2k horizontal res is big -- take into account that character has front and back and both need to be textured, and at this resolution you can easily end with need for 4k textures, and even these can still wind up looking pixellated if camera gets to character close enough ... like during dialogue scenes.
Modifié par tmp7704, 02 octobre 2010 - 04:15 .





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